ref: d5c86a4701199fa8d1c3f0d8b15d1bd766cbcf6b
dir: /src/tweak.cpp/
// tweak.c #include <math.h> #include "main.h" #include "tweak.h" #include "gworld.h" #include "moving.h" #include "gameticks.h" #include "graphics.h" #include "players.h" MTicks xTweakTime[2], yTweakTime[2], rTweakTime[2]; int yTweak[2], xTweak[2], xDirection[2], rTweak[2], rDirection[2]; int lastShadow[2]; int tweakOffsetX[4][11], tweakOffsetY[4][11]; void InitTweak( void ) { int rTweakValues[] = { 0, 5, 10, 30, 50, 70, 90, 110, 130, 150, 170 }; int count, rotate; double tweakRad; for( rotate = 0; rotate<2; rotate++ ) { for( count=0; count<=10; count++ ) { tweakRad = d2r( (90*rotate) - rTweakValues[count] ); tweakOffsetX[rotate][count] = (int) floor( 0.5 + cos( tweakRad ) * kBlobHorizSize ); tweakOffsetY[rotate][count] = (int) floor( 0.5 + sin( tweakRad ) * kBlobVertSize ); tweakOffsetX[rotate+2][count] = -tweakOffsetX[rotate][count]; tweakOffsetY[rotate+2][count] = -tweakOffsetY[rotate][count]; } } } void TweakFirstBlob( int player, MRect *first ) { int tweakValues[] = {0, -1, -2, -3, -6, -12}; if( xTweak[player] > 0 ) { OffsetMRect( first, xDirection[player] * tweakValues[xTweak[player]], 0 ); } if( yTweak[player] > 0 ) { OffsetMRect( first, 0, tweakValues[yTweak[player]] ); } } void TweakSecondBlob( int player, MRect *second ) { int x, y; CalcSecondBlobOffset( player, &x, &y ); OffsetMRect( second, tweakOffsetX[blobR[player]][rTweak[player]], tweakOffsetY[blobR[player]][rTweak[player]] ); } void StartTweak( int player, int direction, int rotate, int fall ) { if( fall != 0 ) { yTweak[player] = 3; yTweakTime[player] = GameTickCount() + kTweakDelay; } if( direction != 0 ) { xDirection[player] = direction; xTweak[player] = 5; xTweakTime[player] = GameTickCount() + kTweakDelay; } if( rotate != 0 ) { rTweak[player] = rotate * 5; rDirection[player] = rotate; rTweakTime[player] = GameTickCount() + kTweakDelay; } } void UpdateTweak( int player, int animation ) { MBoolean isXTweaked, isYTweaked, isRTweaked, isAnimTweaked = false; if( GameTickCount( ) >= animTime[player] ) { isAnimTweaked = true; animTime[player] += 2; anim[player]++; HandleMagic( player ); } isXTweaked = ( (GameTickCount() >= xTweakTime[player]) && (xTweak[player] > 0) ); isYTweaked = ( (GameTickCount() >= yTweakTime[player]) && (yTweak[player] > 0) ); isRTweaked = ( (GameTickCount() >= rTweakTime[player]) && (rTweak[player] > 0) ); if( isXTweaked || isRTweaked || isYTweaked || isAnimTweaked || (shadowDepth[player] != lastShadow[player]) ) { EraseSpriteBlobs( player ); if( isXTweaked ) { xTweak[player]--; xTweakTime[player] += kTweakDelay; } if( isYTweaked ) { yTweak[player]--; yTweakTime[player] += kTweakDelay; } if( isRTweaked ) { rTweak[player]--; rTweakTime[player] += kTweakDelay; } DrawSpriteBlobs( player, animation ); } }